Barbarossa Scenario

Introduction: The Barbarossa scenario simulates the battle of annihilation which took place on the Russian front from Summer 1941 through Winter 1943. It is a two-player scenario which uses the eastern half of the European mapboard, utilizing mostly the eastern front. The Pacific mapboard is not used.

Rules Used: The scenario uses only the rules relating to ground and air movement and combat (Sections 1-19), unit construction (27), redeployment (28), hex control (29), supply (30), bridgeheads (31), fortifications (32), oil (33), weather (34), the Year Start Sequence (35), industrial centers (37), spending limits (39), f (40), Russian surrender (60), and minor allies (85). No naval rules are used, although sea supply (30.33), sea transport (21.43) and invasions (21.51) are possible.

Research and Production: The research and production rules are not used. Various research and production results, including the addition of both German and Russian units, are factored into the game.

Forces: The forces listed below show the appearance and disappearance of units as the campaign unfolded.

Russian mobilizations: The addition of ICs and units from Russia's mobilizations are fixed (the first Russian mobilization is deemed to have occurred in Fall 1940).

Siberian transfer: Russia places one 3-5 armor unit, two 3-3 infantry units and one AAF in the Urals box during the Fall 1941 Russian redeployment phase. Russia may SR these units onto the mapboard immediately.

Withdrawal of German units: German units which are withdrawn in Spring 1943 must be redeployed to France no later than the turn indicated. If unbuilt, they must be paid for before being redeployed. If on the mapboard and unable to redeploy, they must be voluntarily eliminated and rebuilt at double the normal BRP cost.

Naval activities: Naval units are not used in the scenario. The naval and air/naval combat rules are not used. The ability of both sides to provide sea supply, conduct sea transport and seaborne invasions, and NR units is abstracted as shown in the Naval Capabilities table.

Naval Capabilities

Baltic Sea

Black Sea

Axis

Russia

Axis

Russia

DD6

DD2

DD2

DD4

The level of naval capabilities is given in terms of destroyer factors. Russia may trace sea supply through Caspian Sea hexes, but may not conduct other naval activities in the Caspian Sea. If Russia loses all its Baltic or Black Sea ports, it loses its naval capabilities in that area for the remainder of the scenario.

Opposing Naval Activities: Air units may intercept enemy naval activities in the same manner as they intercept air transport missions (18.62). The moving player may protect the naval activity by counter-intercepting the intercepting air units (18.622). After any air combat resulting from counter-interception is resolved, any intercepting air units that were not eliminated or forced to abort may attack the naval activity by making a single air combat dice roll. On any result other than "0", the naval activity fails. If the number before the slash in the result is "0", any ground or air units being carried are returned to their base of origin; otherwise they are eliminated. (This is similar to the effect on ground units described in 18.624.) A side's naval capabilities are not reduced by a failed mission.

Duration: The scenario begins in Summer 1941 and ends at the end of the Russian Winter 1941, Winter 1942, or Winter 1943 player turn (as determined before the scenario begins) or when:

A. Russia surrenders (an Axis decisive victory).

B. Russia gains control of Ploesti or Berlin (a Russian decisive victory).

Initial Situation: Germany is at war with Russia. Hungary and Rumania are allied to Germany; Finland is associated with Germany; Germany has achieved a "5-6" diplomatic result for Spain. Germany has conquered Greece and Yugoslavia. Some Italian units participate in the Axis attack.

Russian Garrison Requirements: Russia may deploy its units freely with the following exceptions:

·      Ten Russian 2-3 infantry units, four Russian 3-3 infantry units and six Russian 3-5 armor units must begin the scenario within four hexes of an Axis-controlled east Prussian, Baltic or Polish hex, or an Axis-controlled or neutral Rumanian hex.

·      15 Russian AAF must begin the scenario within three hexes of an Axis-controlled east Prussian, Baltic or Polish hex.

Russian Unpreparedness: RGT are below 40 when Germany attacks Russia, and therefore Russia is unprepared for the initial German attack (63.51F). In Summer 1941:

·           During the Axis movement phase:

            ·        Russian armor units adjacent to Axis-controlled hexes at the start of the Axis player turn have no ZoC.

            ·        Russian armor units which are not adjacent to Axis-controlled hexes cause Axis ground units to expend only one additional movement factor to leave a hex in their ZoC or to move from one such hex to another, rather than the normal two additional movement factors. During exploitation movement, the ZoC of Russian armor units impairs Axis movement normally.

·      During the Axis movement phase and regular combat, Russian infantry units in eastern Poland, the Baltic States and Russia that are overrun or attacked by at least one Axis armor unit are subject to a -1 DM unless defending in an objective hex or IC. Other DMs apply normally to such attacks. This -1 DM does not apply to Russian units in the Finnish border hexes, Bessarabia or conquered Balkan countries and does not apply during exploitation movement and combat.

·      During the Axis player turn, Russian air units have their Air Nationality DRM reduced by one.

·      During the Russian player turn following the Axis attack, Russian armor units have a movement factor of two and Russian infantry units have a movement factor of one. Russian specialized units move normally.

Control: Germany controls all hexes west of the Nazi-Soviet pact line. Russia controls all Russian hexes, eastern Poland, the Baltic States, Bessarabia and the Finnish border hexes.

Order of Deployment: Russia places a fort, then Germany sets up, followed by Russia. There is no limit to the number of German units which may set up in Rumania and Hungary. German units may not begin the game in Finland. Rumanian and Hungarian infantry units may not begin the game in Poland.

Order of Movement: Germany moves first and Russia moves second throughout the scenario.

Declarations of War: Neither side may declare war against Sweden, Turkey or any other minor countries.

Persia: The Persian route is opened in the Spring 1942 Allied unit construction phase. Russia may trace supply and receive BRP grants through Persia in Summer 1942 and thereafter. Russian units may enter Persia during the Russian Spring 1942 redeployment phase, and both Russian and Axis units may enter Persia in Summer 1942 and thereafter. No Western Allied units take part in this scenario.

National Capabilities

Germany

German Forces

 

AAF

Air T

4-6

5-6

1-3

3-3

1m3

Start

[30]

[1]

[12]

 

[3]

[20]

[1]

Sp42

 

 

 

 

 

 

1[2]

Sp43

-7[23]

 

-1[11]

1[1]

 

-2[18]

 

Germany has six replacements. Arriving units are built in the construction phase. Departing units are removed in the redeployment phase.


Other German Capabilities

 

Forts/RHs

Airbases

Con. Limit

Start

 

4

40

Sp42

+1

4

40

Sp43

 

3

40

The number in the “Forts/RHs” column is the number of forts or railheads which may be constructed by Germany (for a total of one by the end of the game). Germany may choose between the placement of a fort or a railhead as indicated. Once a fort or railhead is placed, the German player may not reverse the decision.
Germany automatically achieves two winter preparation results at the end of any winter turn in which Germany is at war with Russia and had ground forces in the Russian winter zone (34.442A).


Italian and Minor Country Forces

 

2-3

1-3

2-5

AAF

Airbase

Italy

1

1

1

1

1

Hungary

1

6

 

1

 

Rumania

2

6

 

1

 

Finland

5

 

 

1

 

Spain

1

 

 

 

 

Hungary and Rumania are German minor allies; Finland associates with Germany in Summer 1941; the Spanish volunteer is aiding in the Axis crusade against Bolshevism.
All Italian forces are removed from play at the end of the Summer 1943 Russian player turn.
The Spanish unit cannot be re-built if eliminated. If still available, it must be redeployed to Spain in Fall 1943.

BRPs: German BRPs are not tracked in this scenario. Germany may spend 40 BRPs per turn on unit construction, including the placement of forts and railheads. BRP losses from partisans are ignored.

Oil: German oil usage is not tracked in this scenario.

Construction: German units must be built in Germany and redeployed to the Russian front. When the 5-6 armor, forts, and railheads are gained they must be constructed before they can be used.

Italian units may be rebuilt at no BRP cost in Italy and SRed to the eastern front normally.

One Hungarian, Rumanian and Finnish infantry unit may be rebuilt each turn at no BRP cost. The construction of Hungarian, Rumanian and Finnish air units requires the expenditure of German BRPs and counts against the German construction limit. The Spanish unit may not be rebuilt if lost.

Russia

Russian Forces and Nationality Modifiers

 

AAF

Air T

3-5

4-5

5-6

1-3

2-3

3-3

1m3

ICs

Start

[16]

 

[6]

 

 

[16]

[10]

[10]

[2]

[9]

Su41

 

 

 

 

 

 

 

 

 

+1

Fa41*

1[17]

 

1[7]

 

 

 

 

3[13]

 

+1

Wi41

 

 

 

 

 

 

 

7[20]

 

+1

Sp42

2[19]

 

 

1[1]

 

 

 

4[24]

 

 

Su42

 

 

 

1[2]

 

 

 

4[28]

 

 

Fa42

 

 

 

1[3]

 

 

 

 

 

 

Wi42

 

 

 

1[4]

 

 

 

 

 

 

Sp43

3[22]

1[1]

 

1[5]

1[1]

 

 

 

 

 

Su43

 

 

 

1[6]

 

 

 

 

 

 

Fa43

 

 

 

 

 

 

 

 

 

 

* Of the Fall 1941 Russian force pool additions, one 3-5 armor unit, two 3-3 infantry units and one AAF are placed in the Urals box at no BRP cost and may redeploy onto the mapboard. Except for these units transferred from Siberia, other additions to the Russian force pool must be constructed normally.
† Russia's combat training level increases to 2.
‡ Russia's Air Nationality DRM increases to 2.


Other Russian Capabilities

 

Forts/RHs

Shock Army Tactics

Airbases

BRP base

Start

2

 

3

45 BRPs

Sp42

2

 

3

45+growth

Sp43

 

2

3

45+growth

The number in the "Forts/RHs" column is the number of forts or railheads which may be constructed by Russia (for a total of four by the end of the game). Russia may choose between the placement of a fort or a railhead as indicated. Once a fort or railhead is placed, the Russian player may not reverse the decision. At most one fort and one railhead may be placed in the same turn.
Russia's BRP base is 45 at the start of the scenario. Russia's BRP base grows at a rate of 50% if Russia has BRPs remaining at the end of the year.

Fortifications: Russia has constructed a fortification in Leningrad prior to the start of the scenario. Russia may place a second fortification prior to the Axis opening setup.

Russian Economy: Russia begins the scenario with a BRP level of 154: (Base: 45; ICs: 90; Ukraine: 10; eastern Poland: 10; Baltic States: 15; Bessarabia: 5; Finnish border hexes: 5; minus 26 in Spring 1941 construction costs). Russia gains 10 BRPs in each of Summer 1941, Fall 1941 and Winter 1941, which completes Russia's remaining wartime mobilizations.

ICs: Russia begins with nine ICs worth 10 BRPs each: one in each of Moscow, Leningrad, Stalingrad, Kharkov, Dnepropetrovsk, Rostov, Gorki, Kuibyshev and Magnitogorsk. When a Russian-controlled IC is captured by the Axis:

·      Russia immediately loses the prorated value of the IC from its current BRP level;

·      The Russian construction limit is recalculated, taking into account the loss of Russia’s IC (27.32A).

When the Axis capture an IC, its value is reduced by five BRPs. Once an IC is captured by the Axis, its BRP value is fixed.

If Russia regains control of a captured IC, the value of the IC does not increase in subsequent YSS, but Russia's construction limit increases (27.32A). The IC is treated as a conquest for BRP purposes (35.73A).

BRP grants: Russia is deemed to receive BRP grants as follows: Q&A

·      Murmansk: 5 BRPs in Summer 1941; 10 BRPs per turn thereafter. No BRPs are received in turns when the Murmansk route is cut because of Axis advances in northern Russia (40.41).

·      Persia: 10 BRPs per turn, beginning in Summer 1942.

·      Siberia: 10 BRPs per turn, beginning in Spring 1943.

Partisans: Russia may construct up to four partisans in Russia and eastern Poland, at the rate of two partisans per turn. The first partisan built each turn is free; the second partisan is built at a cost of 2 BRPs (11.352A). The Western Allies may construct up to two partisans in western Poland (at no BRP cost), at the rate of one partisan per turn.

Oil: Until the Axis capture Maikop, Grozny or Baku, Russia does not track its oil consumption (33.4624). If the Axis capture a Russian oil center, Russia tracks its oil consumption and the Russian oil reserve is considered to be at the maximum level permitted by 33.422C. Russia may choose to receive oil counters instead of BRP grants (33.4623).

Unit Construction: Russia constructs units normally.

Russian Resistance Modifiers: The following Russian resistance modifiers are deemed to be in effect from the indicated dates:

·      Summer 1941: Britain is at war with Germany.

·      Winter 1941: The U.S. is at war with Germany.


Victory Conditions

The following levels of victory may be achieved:

Axis decisive victory: Russia surrenders.

Russian decisive victory: Russia gains control of Ploesti or Berlin.

Victory on points: Each side gets one point for each eastern front objective it controls or has isolated in excess of the historical result. Only objectives on the eastern half of the European mapboard are counted; Krakow and Stockholm are disregarded. The side with the most points wins. Axis occupied objectives only count as isolated if they were out of supply at the end of the Axis player turn.

Victory Conditions - Barbarossa Scenario

 

Historical Results

End of scenario

Axis

Russia

Winter 1941

8

4

Winter 1942

8

4

Winter 1943

4

8

The numbers indicate eastern front objectives controlled historically at the end of the indicated turns. Each side gets one point for each eastern front objective it controls or isolates in excess of the historical result.